2016-01-23

Sure, that sounds fun.

In addition to being beautiful and stylish, she’s also a pretty solid token Commander. Spend the first few turns of the game generating tokens and then drop the Mother of Machines to give your guys a huge boost while weakening your opponents’ defenses. As much as I love her, she does have some notable weaknesses: monowhite is not the strongest color identity and she’s expensive, so there’s a danger of getting taxed to death in the long game.

Sample list: Elesh Norn Token Aggro

Kemba is a bit unusual, because she incentivizes putting a bunch of equipment on your Commander, which usually leads to a Voltron strategy, but the incentive itself doesn’t fit with that archetype (why bother attacking with tokens when Commander damage is more efficient?). Basically, she’s got in the awkward position of trying to go tall and wide at the same time, which prevents her from being exceptional at either strategy.

Sample list: Kemba, Kha Regent

Raksha’s boost is really quite significant and he doesn’t have to run nearly as many equipment as Kemba does. However, his power level is limited by the number of playable Cats and Cat token generators in his color identity; there are only about 10 that could be considered playable in Commander (and I’m being a little bit generous).

Jin-Gitaxias’s triggers are powerful enough to win you the game if he survives a round of turns, so a deck with him as the commander focuses on ramping really hard to get him on the board quickly and then protecting him against whatever your opponents try to throw at him. There’s more Blue ramp than you might think, so it’s not a terrible strategy, and you can always run other expensive haymakers in case Plan A fails.

Not a big fan of commanders that steal your opponents’ stuff, since they’re usually so focused on what your opponents are playing that they don’t offer a lot of direction for building your deck around them. Memnarch suggests generating a lot of mana, but beyond that, it’s unclear how to fill out one’s deck. Goodstuff?

Geth is very similar to Memnarch, with an appetite for mana, an affinity for artifacts, and a preference for playing with your opponents’ cards over your own. Building around him is tricky; aside from a few mill/discard effects to help increase the number of targets for his ability (Mesmeric Orb is a favorite in any graveyard-oriented deck) and a ton of mana generation, it’s not clear what goes into a Geth deck. I suppose it’s not important; after all, why would it matter what cards you draw when you’re going to spend all your mana on his ability?

Like her brother Jin-Gitaxias, Sheoldred generates more value the longer she stays alive, so the main priorities for the deck should be casting her early, protecting her, and ensuring a good supply of reanimation targets. Monoblack happens to be pretty good at generating tons of mana, so you’re less likely to get taxed out of casting her than you would with Elesh or Jin.

He has evasion, haste, built-in protection, and he kills players really fast (especially when there’s a Lash handy). He’s basically everything you could want in a Voltron commander.

He used to see some play as a Red artifact commander, but then Kurkesh and Daretti got printed within months of each other. Sacrificing a Wellspring to make a Nevinyrral’s Disk indestructible was pretty cool, though.

I’m not a big fan of Red commanders that grant haste without doing anything else (see also: Exava, Dragonlord Kolaghan). Don’t get me wrong: haste is a very powerful ability in Commander, but if that’s all your commander does, there’s not a lot of guidance for deck construction beyond “play guys that like to attack”. In the future, I’d prefer to see “creatures you control have haste” as a rider on Red commanders with interesting/innovative abilities as a way to help their playability.

He protects your elves from board wipes and offers a way to convert mana into kills, so he’s one of the better Elf Tribal commanders. Jam Elves and Forests into a deck and it’ll probably work out just fine.

Sample list: Ezuri, Renegade Leader

Commanders that hate on a specific (non-creature) card type are troublesome for two reasons: they’re terrible if you wind up in a game/playgroup where there’s not a lot of the chosen card type, and they don’t offer much direction for what you’re going to do with the rest of your deck. You’ll probably have a good time if you stick Mycosynth Lattice on the field, but the rest of the deck is mostly Goodstuff.

She builds into an interesting combo deck. Get her on board with a persist creature and a sac outlet and you can go infinite, although her consistency is somewhat limited by the dearth of persist creatures in monogreen. However, you can mostly overcome that limitation with tutors.

He’s really good at protecting himself, but this Voltron commander is lacking haste, evasion, or a really good clock. Aside from Rancor, Green doesn’t have a ton of good Voltron enablers, so it’s not like his color identity is a big help, either.

Doubling your mana gets a lot less important when you already have the eight needed to cast this fucker (do you really need 16 when you can win the game with 9 or 10?), but I guess there are some good mana sinks in Green. The real ability on this guy is his last one, which can cripple your opponents’ mana production. I can definitely imagine a deck that plays tons of tax effects to strangle your opponents’ mana even further (while you’ve got so much mana that the taxes barely affect you). Just be aware that there are way better commanders in monogreen (I think that Freyalise into Gilt-Leaf Archdruid is a much better mana denial strategy, for example).

Very few commanders offer artifact recursion, and none of them are Green, which makes this deck feel pretty unique. Not only do we get access to some neat Green self-mill cards and good Green acceleration, but there are one or two powerful artifacts with a Green color identity. Plus, there are deathtouch synergies and Elf synergies to explore.

Sample List: Glissa the Traitor

Despite being in the third-worst color identity, Jor is not bad. Boros decks were already reliant on artifacts, so Metalcraft isn’t very difficult to obtain, and the boost is extremely powerful. Token generators are probably the best way to take advantage of his pump, although I’ve also been experimenting with cheap double strikers.

Sample List: Jor Kadeen Aggro

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